/*
   Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
   All rights reserved.

   Redistribution and use in source and binary forms,
   with or without modification, are permitted provided that the
   following conditions are met:
    * Redistributions of source code must retain the above copyright
      notice, this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright
      notice, this list of conditions and the following disclaimer in the
      documentation and/or other materials provided with the distribution.
    * Neither the name of the Sony Computer Entertainment Inc nor the names
      of its contributors may be used to endorse or promote products derived
      from this software without specific prior written permission.

   THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
   AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
   IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
   ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
   LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
   CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
   SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
   INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
   CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
   ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
   POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef _BOOLINVEC_H
#define _BOOLINVEC_H

#include <math.h>
#include <altivec.h>
#include "../c/vec_types.h"
#undef bool

namespace Vectormath {

class floatInVec;

//--------------------------------------------------------------------------------------------------
// boolInVec class
//

class boolInVec
{
    private:
        vec_uint4 mData;

        inline boolInVec(vec_uint4 vec);
    public:
        inline boolInVec() {}

        // matches standard type conversions
        //
        inline boolInVec(floatInVec vec);

        // explicit cast from bool
        //
        explicit inline boolInVec(bool scalar);

#ifdef _VECTORMATH_NO_SCALAR_CAST
        // explicit cast to bool
        // 
        inline bool getAsBool() const;
#else
        // implicit cast to bool
        // 
        inline operator bool() const;
#endif
        
        // get vector data
        // bool value is splatted across all word slots of vector as 0 (false) or -1 (true)
        //
        inline vec_uint4 get128() const;

        // operators
        //
        inline const boolInVec operator ! () const;
        inline boolInVec& operator = (boolInVec vec);
        inline boolInVec& operator &= (boolInVec vec);
        inline boolInVec& operator ^= (boolInVec vec);
        inline boolInVec& operator |= (boolInVec vec);

        // friend functions
        //
        friend inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
        friend inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
        friend inline const boolInVec operator < (floatInVec vec0, floatInVec vec1);
        friend inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1);
        friend inline const boolInVec operator > (floatInVec vec0, floatInVec vec1);
        friend inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1);
        friend inline const boolInVec operator == (floatInVec vec0, floatInVec vec1);
        friend inline const boolInVec operator != (floatInVec vec0, floatInVec vec1);
        friend inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
        friend inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
        friend inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
        friend inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
};

//--------------------------------------------------------------------------------------------------
// boolInVec functions
//

// operators
//
inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);

// select between vec0 and vec1 using boolInVec.
// false selects vec0, true selects vec1
//
inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);

} // namespace Vectormath

//--------------------------------------------------------------------------------------------------
// boolInVec implementation
//

#include "floatInVec.h"

namespace Vectormath {

inline
boolInVec::boolInVec(vec_uint4 vec)
{
    mData = vec;
}

inline
boolInVec::boolInVec(floatInVec vec)
{
    *this = (vec != floatInVec(0.0f));
}

inline
boolInVec::boolInVec(bool scalar)
{
#ifdef __GNUC__
    if (__builtin_constant_p(scalar))
    {
        const unsigned int mask = -(int)scalar;
        mData = (vec_uint4){mask, mask, mask, mask};
    }
    else
#endif
    {
        unsigned int mask = -(int)scalar;
        vec_uint4 vec = vec_ld(0, &mask);
        mData = vec_splat(vec_perm(vec, vec, vec_lvsl(0, &mask)), 0);
    }
}

#ifdef _VECTORMATH_NO_SCALAR_CAST
inline
bool
boolInVec::getAsBool() const
#else
inline
boolInVec::operator bool() const
#endif
{
    return vec_all_gt(mData, ((vec_uint4){0,0,0,0}));
}

inline
vec_uint4
boolInVec::get128() const
{
    return mData;
}

inline
const boolInVec
boolInVec::operator ! () const
{
    return boolInVec(vec_nor(mData, mData));
}

inline
boolInVec&
boolInVec::operator = (boolInVec vec)
{
    mData = vec.mData;
    return *this;
}

inline
boolInVec&
boolInVec::operator &= (boolInVec vec)
{
    *this = *this & vec;
    return *this;
}

inline
boolInVec&
boolInVec::operator ^= (boolInVec vec)
{
    *this = *this ^ vec;
    return *this;
}

inline
boolInVec&
boolInVec::operator |= (boolInVec vec)
{
    *this = *this | vec;
    return *this;
}

inline
const boolInVec
operator == (boolInVec vec0, boolInVec vec1)
{
    return boolInVec((vec_uint4)vec_cmpeq(vec0.get128(), vec1.get128()));
}

inline
const boolInVec
operator != (boolInVec vec0, boolInVec vec1)
{
    return !(vec0 == vec1);
}
    
inline
const boolInVec
operator & (boolInVec vec0, boolInVec vec1)
{
    return boolInVec(vec_and(vec0.get128(), vec1.get128()));
}

inline
const boolInVec
operator | (boolInVec vec0, boolInVec vec1)
{
    return boolInVec(vec_or(vec0.get128(), vec1.get128()));
}

inline
const boolInVec
operator ^ (boolInVec vec0, boolInVec vec1)
{
    return boolInVec(vec_xor(vec0.get128(), vec1.get128()));
}

inline
const boolInVec
select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1)
{
    return boolInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
}
 
} // namespace Vectormath

#endif // boolInVec_h
